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Wednesday, January 15, 2020

Part 2: Thugees and Tigers and Sikhs! Oh My! (Episode 6.1.3)

"Ahhhh! He got me." SGT Cutter using good ole' fashion British steel against a member of the S-Fan Tong.

 RECAP of Part 1:

The Sergeant's Three and Gunga Din have located the Mad Guru's hidden Thuggee Temple where they have found some "treasure" but are trapped in the tower. Subedar Bikram Singh, IOM and the 14th Sikh Special Action Company (SSAC) have been sent to rescue them. Needless to say, the Mad Guru is a bit put out that his secret temple and plans were discovered and is now attempting to destroy the Sergeant's Three, Gunga Din and the 14th SSAC. Oh . . . did I mention that the Chinese Si-Fan Tong under the leadership of Fu Manchu's daughter Fah Lo Suee also want the treasure and brought a tiger too?  So far the battle has commenced, both sides have taken losses and the Mad Guru has lost his second in command. Let Turn 3 of this 4 player game commence:

 The Mad Guru gets the initiative again (darn "10's") and his followers decide that hand to hand combat will be more successful than facing the firepower of the 14th SSAC.

 Meanwhile on the right flank of the 14th SSAC, the Sikhs advance cautiously now that a tiger and cobra are moving toward them.

 The two evil leaders . . . the "5"was Fah Lo Suee's Initiative roll.


 Both wild animals engage members of the 14th SSAC (how does that basket move?) . . .

The mighty warrior Sardi moves into base to base contact with the Sikh sapper with the Congreve Rocket gun.

 In a bold move, SGT Cutter leaps from the top of the temple, successfully rolls Pluck to survive the jump, and engages the Mad Guru.

 SGT Mac and Ballentine are still fighting the dangerous members of the Tong.

 Fah Lo Suee decides to move away, even though she has the "Unearthly Beauty" talent, from the impending fight between SGT Cutter and the Mad Guru. Being the treacherous type, she doesn't want to help her ally too much!

 Just another shot of the tiger - the first one I ever painted. Since he is in the base to base contact, the member of the 14th SSAC cannot use his arc rifle.

  Havildar Japji Sahib inspires the men on his flank while the Sikh sniper looks for a target.

 A loyal follower of the Mad Guru rushes to help him. Will he be in time?

 Gunga Din continues to toot away.

 KAPOW! The Indian Army deserter is felled by the Quartermain Sniper rifle.

 Beware the old man in a young man's profession.

 He really did not stand a chance against Subedar Bikram Singh, IOM and the Khanda Sword of Justice.

 Agghhh! Poison snake bite!

 In a remarkable turn of events, The mighty warrior Sardi is slain by the Sikh sapper.

 Yikes! The 14th SSAC is starting to drop like flies!

 Another one is down . . . are our heroes doomed?

 In a PG-13 heart wrenching scene, The Mad Guru uses his Mystical powers to rip out SGT Cutter's heart. Very messy.

 Well, at least one Chinese bandit bit the dust.

 All four sides took losses: The casualties of the 14th SSAC and The Sergeant's Three.

 The Mad Guru casualties.
 And one dead expert martial artist Thunder Warrior.

An action packed turn and possibly the pivotal turn of the game. In the conclusion we learn:

1. Tiger or sword? I report, you decide.
2. Gold treasure? What gold treasure.
3. The remaining sergeants are really angry.
4. Be careful who you follow: all may not seem as it really is.

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